> For the complete documentation index, see [llms.txt](https://kam-1.gitbook.io/kam-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://kam-1.gitbook.io/kam-docs/chemical/06_zeus_and_missionmakers.md).

# Zeus & Mission makers

***

## Delivering Gas (Mission Makers & Zeus)

There are several ways to put gas on the map.

### Gas module (`kat_module_gas`)

The most direct method. In the editor it's under **Modules → KAT → "Create contaminated area / object"**, and the same module is available in **Zeus**.

* **Gas Type** dropdown:

  | Value | Label                          |
  | ----- | ------------------------------ |
  | 0     | Tear gas (Level 0)             |
  | 1     | Chlorine (Level 1) *(default)* |
  | 2     | Phosgene (Level 1)             |
  | 3     | Mustard gas (Level 2)          |
  | 4     | Sarin (Level 2)                |
  | 5     | VX (Level 2)                   |
* **Radius** — area size in metres (default 20).
* **IsSealable** — if synced to an object, allows the leak to be sealed with a sealant tube.

### Mortars (82 mm)

Load these single-round magazines into a player-crewed 82 mm mortar (`ACE_mortar_82mm`):

| Round                           | Agent              |
| ------------------------------- | ------------------ |
| `KAT_1Rnd_82mm_Mo_Type0`        | Chlorine           |
| `KAT_1Rnd_82mm_Mo_Type0_Cluser` | Chlorine (cluster) |
| `KAT_1Rnd_82mm_Mo_TypeCS`       | CS / tear gas      |
| `KAT_1Rnd_82mm_Mo_Type2`        | Phosgene           |
| `KAT_1Rnd_82mm_Mo_Type3`        | Mustard            |
| `KAT_1Rnd_82mm_Mo_Type4`        | Sarin              |
| `KAT_1Rnd_82mm_Mo_Type5`        | VX                 |

Hand them out via the **`ACE_Box_82mm_Mo_Gas`** ammo box, which contains 8× chlorine, 8× chlorine cluster, 8× CS, and 4× each of phosgene, mustard, sarin, and VX.

{% hint style="info" %}
**AI mortar restriction:** AI-crewed mortars are deliberately limited to **choking agents only** (CS, chlorine, and chlorine cluster). Nerve and blister agents are restricted to deliberate, player-driven placement so the AI can't casually drop a sarin barrage.
{% endhint %}

### Other delivery

* **`KAT_M7A3`** — M7A3 hand-thrown CS gas grenade.
* **`KAT_Gas_TripWireMine_Mag`** — tripwire mine that releases gas when triggered.
* **CAS munitions** — `KAT_CAS_M43_*` laser-guided cluster bomb and `KAT_CAS_R_80mm_GAS_*` rocket pod, for aircraft loadouts.

***

## Mission Configuration (CBA Settings)

All of the below live under **CBA Settings → KAT - ADV Medical: Chemical**. Defaults are realistic; tune them to fit your mission's pace and lethality. Times are in seconds.

### Protection & Gear

| Setting                                 | Default                                                         | Range  | What it does                                                                                  |
| --------------------------------------- | --------------------------------------------------------------- | ------ | --------------------------------------------------------------------------------------------- |
| Accepted gas masks                      | `G_AirPurifyingRespirator_01_F`, `kat_mask_M50`, `kat_mask_M04` | text   | Mask classnames that protect against gas                                                      |
| Available CBRN Suit Uniforms            | `'U_C_CBRN_Suit_01_Blue_F'`                                     | text   | **Uniform classnames that count as full CBRN protection** (required for mustard/sarin/VX)     |
| Gas masks durability                    | 900                                                             | 1–3600 | Seconds of protection before the filter is spent                                              |
| Gas Mask Sound Volume                   | 1                                                               | 0–2    | Loudness of the breathing sound while masked                                                  |
| Enable Stamina Loss when using Gas Mask | off                                                             | on/off | Masked units tire faster                                                                      |
| Show Poisoning                          | on                                                              | on/off | Whether poisoning/intoxication appears in the medical menu                                    |
| Enable Smell Hint                       | on                                                              | on/off | Whether unmasked units get the one-shot smell hint                                            |
| Enable Gas particle effects             | on                                                              | on/off | Whether visible gas-cloud particles are spawned (turn off for performance, or to hide clouds) |

{% hint style="info" %}
**The one setting you'll most often change** is *Available CBRN Suit Uniforms*. It's an editbox of **quoted, comma-separated classnames**, e.g. `'U_C_CBRN_Suit_01_Blue_F','U_B_CBRN_Suit'`. Add the suits your loadout mods provide, or Level 2 agents will affect everyone wearing anything else.
{% endhint %}

### CS Gas (Level 0)

| Setting            | Default | Range | What it does                                           |
| ------------------ | ------- | ----- | ------------------------------------------------------ |
| Drop Weapon Chance | 0       | 0–1   | Chance per check to drop your weapon while in tear gas |

### Chlorine (Level 1)

| Setting              | Default | Range  | What it does                                        |
| -------------------- | ------- | ------ | --------------------------------------------------- |
| Chlorine: Onset Time | 30      | 0–3600 | Seconds in the cloud before chlorine symptoms begin |

### Phosgene (Level 1)

| Setting             | Default | Range  | What it does                                    |
| ------------------- | ------- | ------ | ----------------------------------------------- |
| Phosgene: Onset Min | 120     | 0–3600 | Earliest the delayed pulmonary edema can appear |
| Phosgene: Onset Max | 360     | 0–3600 | Latest the delayed pulmonary edema can appear   |

### Mustard (Level 2)

| Setting                 | Default | Range  | What it does                 |
| ----------------------- | ------- | ------ | ---------------------------- |
| Mustard: Eye Onset Min  | 40      | 0–3600 | Earliest eye injuries appear |
| Mustard: Eye Onset Max  | 100     | 0–3600 | Latest eye injuries appear   |
| Mustard: Burn Onset Min | 100     | 0–3600 | Earliest skin burns appear   |
| Mustard: Burn Onset Max | 240     | 0–3600 | Latest skin burns appear     |

### Sarin (Level 2)

| Setting                     | Default | Range  | What it does                      |
| --------------------------- | ------- | ------ | --------------------------------- |
| Sarin: Vomit Time           | 30      | 0–3600 | Seconds to vomiting               |
| Sarin: Unconsciousness Time | 60      | 0–3600 | Seconds to unconsciousness        |
| Sarin: Cardiac Arrest Time  | 90      | 0–3600 | Seconds to (fatal) cardiac arrest |

### VX (Level 2)

| Setting                  | Default | Range  | What it does                      |
| ------------------------ | ------- | ------ | --------------------------------- |
| VX: Vomit Time           | 60      | 0–3600 | Seconds to vomiting               |
| VX: Unconsciousness Time | 120     | 0–3600 | Seconds to unconsciousness        |
| VX: Cardiac Arrest Time  | 240     | 0–3600 | Seconds to (fatal) cardiac arrest |
| VX: Cloud Lifetime       | 600     | 0–3600 | How long VX clouds persist        |

### Contamination & Decontamination

| Setting                     | Default | Range  | What it does                                                  |
| --------------------------- | ------- | ------ | ------------------------------------------------------------- |
| Contamination Tick Interval | 40      | 1–3600 | Seconds between re-poison ticks for mustard/VX until deconned |
| Decontamination Duration    | 8       | 1–600  | How long the decon self-action takes                          |

### Identification (Detector & M8 Paper)

| Setting               | Default | Range  | What it does                                                               |
| --------------------- | ------- | ------ | -------------------------------------------------------------------------- |
| M8 Paper Use Duration | 3       | 1–600  | How long the M8 wipe action takes                                          |
| Cloud ID Memory       | 30      | 0–3600 | How long the last-cloud agent is remembered (drives M8 paper and detector) |
| M8 Paper Display Time | 8       | 1–600  | How long the M8 result stays on screen                                     |

***
